There’s a bunch of styles of fighting games but everyone is playing the combo heavy fighters and some are saying they wished the combos were shorter in those games or didn’t emphasize combos so much.
You/They are playing the wrong game. Before these combo heavy games became hot, there existed games that didn’t emphasize long combos. Someone decided or people wanted fighting games with more emphasis on combos and then a whole new style of fighting games came out.
I think it’s time for someone to create the old style fighters now.
GTFO with that shit. I’m sorry but the reality is these people need to know that you’re gonna have to put in work on fighting games just like anything else in life in order to get better. When you dumb down a game, you dumb down the person that plays it and they fall into bad habits. It’s why COD is so easy that ANYONE can be good without any effort.
Even if the combos were shorter, you still gonna have the “casual” players complaining about the difficulties of getting into the game. Its a damn if you do, damn if you don’t scenario.
i see it as a lost cause tbh, you have for example BF from arcsys, agame that plays like the old school fgs that some people would love, yet it was very ignored by the community
i think that old school fgs are like the smash games
the smash kids say how do they love their smash, but its damn obvious that they wouldnt touch a game that plays like i dont know meele, if its not made by nintendo and has smash in the name
the old school lovers are the same, if its not sf and / or ade by capcom, it doesnt matter
There are plenty of players out there who hate long combos, and they stop playing certain fighters because of it. Sure, you can argue that if they don’t like it, they don’t deserve to be a part of the competitive scene. That’s a perfectly fine argument. If a person doesn’t put in effort into a game, they don’t deserve to be good at the game. I don’t think anyone is saying otherwise.
Tieing this back to infinites/long combos, say a new player gets styled on for 30 seconds by another player. Afterwards, he asks, “what can I do about that situation?” If literally the only thing that can be said is “don’t get hit,” that’s not a very satisfying answer and will turn away a lot of the more casual players from really learning the game, especially because “don’t get hit” is an extremely hard concept to actually do in games like MvC2 or MvC3. At the same time, there will be some players who will accept that, and play on.
However, if you can say “well, during the combo, you need to watch for a reset when I do x,” or “that’s why you save your burst for clean hits instead of pokes,” or “you build way more meter than me during this combo, so use that as an advantage in the next round,” or even to some extent “this part of the combo is tricky, so I might drop it here and it’s quite punishable by x,” **as well as **“don’t get hit,” then all of a sudden the casual player has a better shot of sticking with the game and rising to the competitive level because those are things that are more easily achievable. It’s still not a guarantee, as there will always be people too lazy to learn anything about a game, but it helps those who are considering putting some effort into the game.
At some point, the mechanics given to the player being comboed will go too far and any additional playerbase brought in from those mechanics will be overshadowed by the damage that mechanic does to the game competitively. For some people, this is ANY type of anti-combo mechanic.
I know we say “don’t get hit” a lot, but in all seriousness if that’s all you say to someone trying to learn the game you do them a major disservice.
I won’t say you were wrong, but you definitely went a different route than I would have taken. You chose to show this player what to do when getting hit instead of showing them how not to get hit.
Your idea is to tell someone not to get hit, but here is what you do if you do get hit.
My idea would be to tell someone not to get hit and then explain to them why they got hit with and how to avoid it.
Your idea is to say you lost the round but you now have options in the next round
My idea is don’t lose the round.
You’re still not wrong though, a player should know what options they have while and after getting hit, but those options IMO should take a back seat to learning how not to get hit.
We understand but you “Casual” players need to understand that they have to put in the work to get better as a player. They can bitch, moan, whine, and cry all they want about taking those L’s but if they can’t understand or even want to understand why they loss, then why the hell are you playing fighting games? Yes its good to have fun with a game but how much dumbing down does a fighting game have to go in order for the casual players to feel good about themselves when winning?
Learning how to not get hit is probably the most important skill in any fighting game. The problem is actually being able to master it enough is an incredibly daunting challenge for a lot of players. I probably didn’t phrase my example well enough. Here’s another shot at it.
Don’t get hit is the goal. But on the way to that goal, if the game provides small remedies to bad situations, a player is more likely to stay invested. I learned MvC2 at an arcade. I got utterly dominated for the first couple months I was playing. During that time, my blocking improved, but I still got hit because it’s Marvel. So what then? I learned how to anticipate some basic resets, when not to roll out of certain combos, protecting assists to not get double snapback’d, and to mash like mad to escape hyper grav xx tempest. I felt like I was learning the game in a bad situation while I was being comboed, even though I still hadn’t mastered the ideal goal of ‘don’t get hit.’
If ‘don’t get hit’ and all it entails is the only way to deal with infinite/long combos, a player is much more likely to give up on the game before they can get good at it. But if there are small things the player can learn to do while getting hit, once again, they’re more likely to stay with the game.
So the basic way I keep my friends into fighting game is basically saying:
“Don’t get hit, here are the ways to not actually get hit blah blah blah blah, but I know that’s kinda hard right now so when you do get hit here’s what you do blah blah blah.”
People always talk about how dumb it is to get hit by long combo but they forget that ability to avoid it is quite possible in a lot of games. New Players used to complain Sentinel because Sentinel has doing something most newb player were foriegn to them…which is zoning. Long combos are actually praised in the casual view over Zoning. It’s a undeniable fact that Sentinel outplaying casuals created more salt than Dante’s long combos.
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Why are you guys implying that long combos will magically allow casuals to play fighting games? That’s bullshit you know it.
A lot of casuals have this mind set where dialing in a TOD means that you must have a lot of skill so it’s okay. They don’t see the mechanics of zoning and call bull shit when they lose to it because to them it just looks like a bunch of mindless spam. They have a harder time understanding why they lost.